>>5203889Did you even bother with the link? It's a Shadow Warrior Classic Redux style remaster. They're not remaking anything. It's literally the original game made to run seamlessly on modern PCs with widescreen and modern sound quality. Better than the source ports without the inaccuracies that those have.

>>5203882>remasterIt's just a port to Kaiser's KEX engine, literally says so right in the fucking article and we knew this for years, Kaiser fucking posted his BloodEX screenshots right here on /vr/, see pic.

Now that BloodGDX is a thing, this is literally worthless though. It's a different engine, it won't support any mods like the amazing Death Wish. It's literally just BloodCM all over again.

>>5204070I know you're not converting the levels by hand, are there any plans for releasing a tool that people can use to port Death Wish etc levels themselves? Otherwise this "remaster" is pretty fucking useless.

>>5204123The source code is presumably lost, so there are no source ports in the most pedantic definition of the word.

BloodGDX takes the OG Build code + Polymost renderer code + reverse-engineers all Blood specific code to the best of the author's ability. It's by far the best effort that's been done yet and virtually indistinguishable from "true" source ports.

This new thing by Nightdive Studios is just porting the stock Blood campaign + assets to a new engine. No idea who's going to be the target audience of that.

>>5204126>The source code is presumably lost, so there are no source ports in the most pedantic definition of the word.It's not lost, just never to be released without Atari and Warner Bros permission.>BloodGDX takes the OG Build code + Polymost renderer code + reverse-engineers all Blood specific code to the best of the author's ability.You forgot the part where it also used the leaked beta code.

>>5204141>It's not lost, just never to be released without Atari and Warner Bros permission.This is a release licensed by Atari, and since SVKaiser is working on this, chances are he's reverse engineering it since that's what he does. So assuming all that is true, Atari unsurprisingly just does not have the source code.

Kaiser browses /vr/ so he'll probably answer these questions eventually, if >>5204070is not him already. But unless he posts with his trip, we can't verify it.

>>5204141>It's not lost, just never to be released without Atari and Warner Bros permission.So they gave Nightdive the permission to remaster and re-release the game but wouldn't give the source code? That's not how it works.

>You forgot the part where it also used the leaked beta code.It was alpha and not beta, and VERY different from the finished product. Not sure how much M210 could salvage from there, but he mentioned using some of the labels, yes.

I'm wondering if there is some precedence of community map packs being officially implemented in official releases, because Death Wish certainly deserves it, and that ninja deserves getting paid for it.

>>5204157>So assuming all that is true, Atari unsurprisingly just does not have the source code.I never said it was Atari who had it.>>5204158>It was alpha and not beta, and VERY different from the finished product. Not sure how much M210 could salvage from there, but he mentioned using some of the labels, yes.I'm pretty sure that it was a later code that is closer to release version and not what we saw in alpha.

No buy if FOV can't be adjusted to at least 100 degrees. I get intense nausea when playing the original, so much so I haven't progressed through the game at all. A damn shame if the paid version doesn't include this.

>>5204126>The source code is presumably lostJace Hall has it and even publicly theorized what would've happened if he had leaked it a few years prior. Obviously by the time he announced this he was way over the idea as the culprits could've only led to him.

I enjoyed PowerslaveEX before it was taken down.I think BloodGDX is as good as it gets without the actual source code.I already played the shit out of Blood in Dosbox anyway so I'm really not that excited. I'm sure Kaiser will do a great work with it but I wish he was given the actual source code to work with since Atari in involved.

At the very least we can all agree that this is already better than your usual "remake".But then again, I played this game so much already, I just can't get excited anymore.

>>5204126>This new thing by Nightdive Studios is just porting the stock Blood campaign + assets to a new engine. No idea who's going to be the target audience of that.People who remember the game from their childhoods but aren't in the loop enough to know about BGDX, or would be scared by the fact that it's a reverse-engineer made by a Russian.

>>5204383Yeah it's like that one dude on GOG said. When I see a remaster of a game from my childhood, I buy it, play it for 20 minutes until the nostalgia wears off, and then never touch it ever again.

- Everything is reverse-engineered and it runs on the KEX engine (originally made for Doom64EX and then later reused for TurokEX 1/2, PowerSlaveEX etc).- It actually loads original Blood assets, so it will run mods made for the original game as well.- Physics/collision/AI etc etc are all made from scratch and are supposedly "better" than in Build.- Somebody already spotted a grey cultist throwing a stick of dynamite in one of the screenshots.- There will be multiplayer support via the Steamworks API.

guys, can you stop being ultra contrarians for a minute and have a little more faith in this shit? we have been asking for this since ever, and besides the only time nightdive disappointed us was with that system shock reboot, and that isn't completely fucked up (yet).

Some Russian makes a single closed-source java-based source port with a sprawling list of inaccuracies and everyone suddenly thinks they don't need another source port because "GDX is still better than DOS I guess"

>>5204667>closed-sourceAre you a programmer? Why would an average player even care about that?>with a sprawling list of inaccuraciesLike what? It plays original demos without desyncing. The gameplay is near perfectly accurate.

>>5204667>muh source portsThis is but YET ANOTHER reverse-engineering effort and worse yet it's not even Build, but some custom engine built off some Doom code (IIRC).

You may sperge about BloodGDX, but this won't be as accurate as even that since it's not even Build. Movement/collision will all feel different. Dynamite explosives in Build are sector based and they will be very different this time around. Etc etc.

...on the off 0.0000000000000000000001% chance a fucking eel turns left instead of right due to some random idiosyncrasy boo fucking hoo. And hell if you're so concerned with "accuracy", you should all stop playing modern source ports like eDuke32 and GZDoom since they can't play original Duke/Doom demos without encountering desync, while BloodGDX does so just fine with the original game.

Kaiser's "port" won't be accurate and it recreates gameplay behaviours, basically glorified BloodCM. It's a fucking pile of shit, but muh official release.

And regarding BloodGDX's renderer, M210 has confirmed that he's finishing the software renderer and it will have accurate original colour palette etc. The muffled sounds are fixed now, too. Virgins on /vr/ bitch about BGDX but really they don't know jack shit about the game, play it like turd too, and are just retarded kids in pursuit of that of that anonymous e-cred.

Everyone leaves out another group of people that don't like BloodGDX: PURISTS.

If you want the closest possible experience to the original you basically have to run it in DOSBox. Hopefully this will be entirely faithful to the original in gameplay. It'd be nice to be able to play the game in widescreen without any graphical inaccuracies.

Someone should tell the dude working on this that not every fucking enemy is supposed to throw dynamite. Serious suggestion. Make sure that he knows about inaccuracies like that so that he can make this as faithful of an experience as possible. The best thing the Blood fan community can do for this project is to keep the developers in check and make sure they live up to the highest possible standard of accuracy to the original game and experience.

>>5204734>Kaiser's "port" won't be accurate and it recreates gameplay behaviours, basically glorified BloodCM. It's a fucking pile of shit, but muh official release.Please don't make such claims. BloodCM was at least true Build and not some random literally who engine.

>All this retardation over two different reverse engineers of the gameIf you actually gave a fuck about playing the game as intended you would be playing the game on a DOS PC. Unless the source code gets released there will never be a completely accurate and perfect port of Blood.

>>5204721>Why would an average player even care about that?Because when M210 decides that he doesn't want to work on the port anymore (and it WILL happen) it'll just age away just like the base game did with noone to continue the work even if they are willing to.

>>5206914Are you implying that official releases get more support than fan versions? What the hell are you on man? Megaton and World Tour were worse than eduke32 at release, meanwhile eduke32 keeps updated, while not the others. Shadow Warrior Redux doesn't even have the classic renderer and has had a glitch that hides all the mines in the entire game underground since release and it was never fixed. It'd take so little time to fix that and the devs said they knew exactly what the problem was, but as long as the publisher doesn't want to pay for the work, there is no update.

I can't believe I'm hearing this, to the point I wonder if you're kaiser or kick

>>5207462Maybe Nightdive doesn't care, or doesn't wanna pay, or both. They hide under the "preservation" phrase but really don't care about accuracy since all their ports are recreations. Or maybe Jace Hall owns it. Owning a sourcecode isn't the same as owning an IP or publishing rights.

>>5206914>>5207639and if you really are kaiser or whoever let me tell you that if continuing support means making an update that completely changes which engine the game is running i'd sure as hell take no support over it

>Virgin M210: Does work that isn't 1:1 accurate and is very insecure if you point that out, obfuscates source code because he's afraid people will steal it and do it better, lives in fear of the impending Atari DMCA that the remaster will bring>Chad Kaiser: Makes remasters on different engines to test his abilities, thinks dynamite fanatics are the way Blood was meant to be played, laughs at Duke4 nerds who whine about misaligned pixels or whatever as the game stoically sits at (OVERWHELMINGLY POSITIVE) on Steam

>>5205683Doom, Quake, and Duke are not overrated by any stretch. They hold up well even today and were massively influental. Shadow Warrior is also underrated if anything, it doesn't get a lot of attention compared to Duke and some people get past the feel of certain weapons.

I enjoyed getting through Blood on lightly broiled but honestly, the game's kinda meh. Way more meh than Shadow Warrior which I found to be perfect, meanwhile here there's just too much fucking bulletspongy enemies. If I see a gargoyle one more fucking time, I'll flip.

>>5211501>he thinks chinese duke is better than bloodthat's debatable and very subjective, but what i wanted to point out instead is that there aren't any bullet sponge enemies on blood, please stop using that meme when you don't know the game properly. Did you try using dynamite? Did you try using the tesla cannon? More importantly, did you use the fucking alt-fire? Always use alt-fire on blood, it's there for a purpose.

>>5211501The thing about Blood is that enemies are only bullet-spongey until you figure out their weaknesses.

You can shoot Cheogh with the tommy gun for 2 minutes straight and still not kill him, but he dies in 4 seconds with the tesla cannon. The ghosts are basically invulnerable to fire, but they die in two hits of the shotgun. Gargoyles are instakilled by direct napalm hits, and it only takes 3-4 double-barreled shotguns blasts otherwise. Fatties die in 2-3 flame gun hits or 1 dynamite, don't waste tons of bullets on them.

>>5211516Why would you assume that I did not use the game mechanics, anon? Good fucking luck hitting a gargoyle (with anything, alt fire fire spray or dynamite included) when it's spazzing out and flying into the fucking ceiling. Throwing that fucking spider or Cheogh juniors randomly into the level is fucking bullshit as well, I didn't even die too many times to those, they're just tedious to deal with.

Bait the gargoyles down by standing above them and slowly backing away when they approach you at ground level. If you try to take potshots at them while you're standing in another sector/in an enclosed area, they're not going to give you a chance to shoot at them.

>>5211521What you said now doesn't have anything to do with what you said earlier, though (bullet sponges). Also, there are weapons that are more effective with certain enemies than others, the fire spray it's not that quick with gargoyles, and to some degree even dynamites would be a bitch with that enemy. My best bet is alt-fire shotgun if they're near, tesla cannon if i have it and if they're medium/far distance. I agree with them being stuck on a ceiling, though, but as he said >>5211538 there is a way to get them down. The giant spider and Cheoghs aren't bullshit because it was pretty common at the time to have a boss for an episode that will actually be a common enemy later. If they are assholes, that's debatable, but i had fun killing those fuckers too, in any given situation.

>>5211592How are the gargoyles bullet sponges if you can kill them in one hit with the tesla cannon and napalm launcher? Even with the shotgun they still only take like two shots up close. They're really pretty easy to deal with.

>>5211518They're hitscan but they also take a second to start shooting and they're stunned easily. You just have to get in the habit of checking corners and clearing rooms. If you just run into the center of the room, they'll shred you

>>5212714>There are so many subtle differences that remain.Not really faggot. What "subtle differences" are you talking about? Stop LARPing like you have any idea about this game.

The only differences are the renderer which makes the world true 3D and has a slightly different colour palette in places and also lacks the sector lighting. However this is going to be fixed when the software render is made, which he's almost finished. The sounds used to sound slightly different but that's been fixed with the latest update.

Once the software render is done there won't be any more "subtle differences". Gameplay is also exactly the same so shut the fuck up.

>>5213016I recall that the first see-through gate in E1M1 leading to the church from the graveyard couldn't be shot through in the DOS version, but could be in BloodCM, which was rather annoying considering the cultist overlooking the gate when you barely have any weapons at that point. In DOS you could bait that cultist toward you so you could blow him up with TNT more easily, in CM you had to pray to not get hit by him.

>>5213373>you see in this hallway in the middle northwest section of map e2m3, the cultist in the corner is SUPPOSED to go to the left if you approach the entryway at a 45 degree angle at full movement speed>however, in BloodGDX, this approach results in the cultist going BACKWARDS for a quarter of a second before moving left in 1/10 tests performed, thereby ruining the game experience completely!!!

>>5213180Yes they do. Go test it right now and see for yourself. You can play demos recorded on Blood 1.21 on with the newer versions of GDX and they don't desync.

https://www.youtube.com/watch?v=oeQtxqplgnk^Direct demo playing comparison.https://www.youtube.com/watch?v=-yh-HBNz_0s^Extensive AI/gameplay fuckery demo test.https://www.youtube.com/watch?v=id6y40rylUY^Whole game recorded in demos in Blood, then replayed on GDX.

>>5213189BloodCM is not BloodGDX. BloodCM is a piece of shit and has far more inconsistencies than just being able to shoot through the starting gate, being that it's pretty much a different (imitation) game that just happens to look like Blood.

>>5214678I played through Blood + Cryptic Passage + Death Wish on the easiest setting and had a lot of fun. Still though, your character in Blood can be gunned down in seconds from full health if you don't react quick enough.

>>5213408>this approach results in the cultist going BACKWARDS for a quarter of a second before moving left in 1/10 tests performedEh, this wouldn't happen in GDX. It's extremely accurate, far more accurate than just 90%. A desync wouldn't randomly occur 10% of the time like that for no reason. The only reason a desync would occur is due to some extremely rare and peculiar idiosyncrasy (like a glitch). And if one would occur it would make absolutely fuck-all difference to your gameplay experience (oh gawd, an eel turned 60 degrees instead of 61 degrees and I have no idea it happened!). Seriously watch the full video below and see for yourself just how accurate GDX is.

>https://www.youtube.com/watch?v=-yh-HBNz_0s

Like I said before, modern engines like eDuke32 and GZDoom can't play demos from DOS versions without encountering desync very quickly, even when source port settings are made to match original versions. If people are going to bitch about virtually non-existent inaccuracy, then they should stop playing these other sourceports, since they're less accurate gameplay wise to their original games than GDX is. Hell they can't even play demos without desync from previous iterations of themselves. Once GDX gets the software render, there will be literally nothing left to bitch about from these infantile wannabe-purist/elitist /vr/ LARPers that clearly know fuck-all about the game. The only thing they'll have to scream about then is le java, even though GDX runs at 3000+ FPS and has never once crashed on me. Completely empty and useless "argument".

>>5216104there's no offline version of java, what are you talking about? java is java. you won't get exploited with java at all in 2018, it only got bad rep because retards went to shady websites, and shady website wanted you to install java so it can easily infect you with extremely obvious malware and people were mad the completely random java applet ruined their files

Java applications need to run in a JRE. a JRE is still going to be local. it does not do anything "online".

The installer for a JRE can be "online" (stub that downloads latest JRE files) or "offline" (has all necessary files inside). it doesn't make much difference and many applications use online stub installers

the applications that run in a JRE can be "online" if they connect to remote locations

Back in the mid-90s java applets in websites were all the rage. I believe there were security concerns about them, not the java interpreter.

In fact security concerns and "hacking" of home PCs are mostly a thing of the past. Anti-virus and anti-malware companies are going out of business because everyone is just using windows defender and it performs well. Gone are the days when everyone would start up spybot or an antivirus every once in a while and find a bunch of stuff.

Realistically if you're security minded what you want these days is to get the basics right - that means not executing .exe files where you're unsure of the source, avoiding turning off windows defender or windows firewall, or doing otherwise foolish things.

>>5216389everyone is getting "hacked" another way by companies leaving cookies and spying on your information. its not to the same degree but its just as bad i think. plus i think hacks are getting better at hiding behind security walls. even facebook images can have hacks. i think hacks are just as prevalent today

>>5216630I checked, I have a voxel rar in the autoload folder that ended up there automatically, and like I said I do have voxels in the game, the grave stones, explosive barrels. But the shotgun shells and those barrels in the screenshot aren't for some reason.

How does BloodGDX widen the field of view? Does it crop anything? Stretch anything? Or does it somehow do it legit and not reduce a single pixel of what you can originally see and not stretch anything either?

>>5217174These are the differences you'll get with the current version:>It uses a polymost renderer which unlike Blood's original software renderer is true 3D. The world will be true 3D and won't get distorted when you look around like original BUILD games do. However the enemies of course are still 2D sprites and will have a kind of "pop-out" effect. It's not a big deal but I've seen all of one person here complain about this in the Shadow Warrior Redux port which is also true 3D.>The polymost renderer has a slightly different colour palette in places. It can look a little washed out here and there compared to the original game. It also lacks the software sector lighting effect that gives software games that nice shaded effect.>There are very rare visual clipping glitches (only in like two or three places in the entire original game).>The skybox doesn't seem to be fixed right because if you look up you can see a black square with the skybox higher. I don't know why this is... I think maybe it's because in GDX you can move your viewpoint up much higher than the original game allowed but I'm not sure.>The sound is slightly different.>There are lots of bug fixes in GDX over the DOS version, like no more difficulty changing load glitch.>Loads of QOL improvements like true widescreen support, much higher resolution support, ability to run at higher FPS than dosbox (which is capped at 70), much better mouse control, no more disgusting dosbox input lag/performance, etc

The gameplay however is pretty much exactly the same and the chances of something different happening for your playthrough are entirely negligible. Regarding the differences because of the renderer, the guy who's making GDX has said that he's almost done with the software renderer which will be identical to OG Blood. It should be noted that technically GDX is still in beta.

>>5217174The colors aren't right in GDX:- the colors are washed out- doesn't display the white palette correctly- shading on some sprites is wrong (really dark)

other than that it's fairly accurate. sometimes the hit detection is messed up but that might have been a problem with the original too. GDX runs death wish (which comes with install instruction text file)

Why does it feel like the dosbox version has better atmosphere? Just the very first area as you step out of the grave, the atmospheric sound effects are more pronounced the fuzzy low res lends a foggy look to it.

>>5212783reversing the binaries gives you the code. it may not be 100% the same in how functions and such are named, but it will be exactly 100% the same in the way it works. Reliable demo compatibility is a testament to that.

>>5215586Sprite clipping. The main issue with OpenGL sprite games that Kaiser fixed long ago for Strife VE (with some overdraw, but impact is not noticable on performance) that for some reason NOBODY ever copied despite him putting the code for that out in the open.

>>5204116>>5204109>>52076391) It would be more graphically accurate due to aforementioned sprite clipping being true to how it looked in Software2) Since Kaiser is putting it in his own KeX engine, there is a distinct possility that many mods (like Death Wish) simply won't work on it, and would require too much work to port for modders to bother. Unless Kaiser takes extra steps to ensure mod compatibility.

>>5217873lol there's no "sprite clipping" in GDX. You don't even know what clipping issues I'm talking about. There are some weird (and very rare) render issues that happen in like two places in all the original five episodes, but there's no clipping with the sprites.

From this screenshot alone >>5203928 I can already see how inaccurate the BloodEX is just from a visual standpoint, far more inaccurate than GDX will ever be. Plus when GDX gets the software render it literally won't have any graphics differences from the original game.

BloodEX is going to be a piece of shit imitation game. I already know his movement will be shit and won't match the original, the gunplay will be shit (for example I saw from a posted webm of his Tommy Gun that it had perfect accuracy to the mouse cursor which is fucking wrong), the balance will be fucked etc. And gameplay accuracy is ALWAYS more important than aesthetics accuracy in a gameplay based game, but even aesthetically BloodEX is clearly off. Kaiser already buttfucked Powerslave with his shite, can't comment on the Turoks since I don't really care about those, but it's too bad he's gotten his grubby hands on Blood, too.

>>5217889PowerslaveEX is an abomination. The playstation version of the game is already a port, complete recreation by a different coder, of the saturn version and gameplay feels much worse. Then, you get powerslaveEX which on top of that makes the PS1 version even worse.

>Atari, however, owns the digital distribution rights for the original game, which came out in 1997. The terms of its ownership includes limited provisions for updating the game.

>Atari chief operating officer Todd Shallbetter emailed Polygon with the following statement: “We are not changing the game. We have distribution rights and this version is just being updated and optimized for modern operating systems and hardware.”

>>5218368It's the result of an entire generation growing up with South Park, Grand Theft Auto, and rap music. When you're raised with nothing but negativity around you you're going to be a big negative Nancy about everything.

>>5216827I wish BloodGDX could display software-style voxels. Software voxels are actually a collection of 2D pixels arranged into a 3D shape, rather than a collection of cubes. Looks different, less Minecraft-ey.

Getting weird stutters on BloodGDX, or not so much stutters but I guess the game just freezes for a milisecond every now and then, maybe bad frame time? Not sure what it is, I have like a 1000fps though.

>>5211521Eh, my standard weapon for taking out goyles is dynamite. There are ways to bait them into coming down with movement, if they don't then I just use the voodoo doll. I'd never be blasting at them while they're in the air with anything else though (total waste of ammo). I hardly ever use shotgun on goyles and it's not the standard weapon for them (again, ammo waste). Napalm is good on them too, as well as tesla (as well as pitchfork if you want to conserve ammo but that obviously takes long unlike the aforementioned weapons).

Honestly if you're finding Blood enemies bullet spongy you're not using your weapons right. Most non-boss enemies are one-shottable with the right weapon/positioning. Only the phantom takes 4 alt fire shotgun blasts. Dogs are also melted in seconds with the tesla cannon.

>>5218979I find the shotgun alt-fire actually really good against Gargoyles. Get as close as possible and it takes 4 alt-shots to kill them (on WD), plus they're completely stun-locked if you're fast enough. In some situations it's safer to do that than to use dynamite, and also takes less skill, but is indeed a lot less satisfying than performing that perfect dynamite throw that explodes right into a Goyle's face and witness the corpse fly away.

The fastest way to kill ghosts is the tommygun alt fire up close, however, it's more dangerous than the shotgun because it doesn't stun them. So I use the two depending on the situation.

>>5218356>>5218368>>5218372it's got nothing to do with that. it's just common sense if you've read up and followed on the situation with Blood in the past few years, since i'm sure you haven't, here's a quick summary

>jace hall comes out of nowhere and reaches the community to express interest in making a sourceport>it ends up into a big fucking nothing because the situation between all the parties involved, devs interests, atari, warner bros, is a mess>that was like 6 years ago or something and still nothing has changed because the mess is still the same

>after that several devs pubicly expressed interest in doing something with blood, and by several i mean more than i can count>never ends up into anything

>suddenly atari comes out with blood ex, if you read between the lines in the polygon article you'll realize they're doing this on their own and without talking to wb, because they have the right to releasing the original blood (while warner bros owns everything else), and because, according to them anyway like they said in the Polygon article they have the rights to "update it to modern standards"

now, do i really need to lists the problem with that?! i see at least 3 main issues

>atari already re-released the game, it's on gog and steam, so it's going to be a different product, so warner bros might consider this is past atari's rights and stepping onto their rights>atari claims they have the rights to update the game, now, whether or not that's true, for one thing wb might interpret otherwise, but more importantly WB is sure to note that bloodEX is technically not a remaster but a remake in another engine, again, past atari's rights>like i said all these years a fuckton of different devs approached wb to do something blood related, meaning they'll ve at least tried to negotiate, meaning wb is not going to be happy to see this step onto their position of power and whatever plan they COULD have, whether they have actual plans or not

>>5227016tl;dr either atari has no idea what the fuck its doing, or they're sick of this situation which has lasted forever and decided to pull this out waiting to see if wb will raise a finger. now, what do you think wb is going to do.

>>5227016actually i just re-read the polygon article to make sure i wasn't making a mistake here

>“We are not changing the game. We have distribution rights and this version is just being updated and optimized for modern operating systems and hardware.”

>We have distribution rights>We are not changing the game.

yep,i was getting something wrong. they're hardly even claiming they have the rights to update the game.

>>5227023actually their "we're changing the game but we're really not" monologue sounds like they know what they're doing and are just hoping to make it pass smoothly

i'm not into atari's or wb's shoes, or maybe i'm completely off with this entire analysis, but to me it sounds like the only way this is coming out is either if wb doesn't lift a finger, which sounds unlikely, or if somehow wb is okay with this as long as atari admits they're going too far and both companies are willing to make a new contract together for this version, which also sounds unlikely. most likely wb is going to tell them to stop, if they don't, sue them, while nightdive is losing time and money.

>>5204581So it's basically not-Polymost? Good fucking luck with that. The only reason Polymost runs as well as it does while preserving all Build-inherent features and hacks is because it was originally written by Ken Silverman itself, after he heard people saying it wouldn't be possible to port Build to a 3D renderer. Dude has insane knowledge of his own engine and can deal with it, I'm not sure about anyone else.

>>5227726just remember that i'll be one of the ones that says he called it when atari get sued and nightdive pulls a "gunman chronicles" and starts hoarding physical copies of Blood to sell at twice the price on their store once the deal doesn't go through

Not much you can do about it, only lessen the effect or take different approach.

I can increase the softness of the sprite cutoff at the cost of overall opacity or I can assign a clip map to each individual frame to exclude the billboard from clipping, aiming for the look of the BUILD software renderer, so the sprites "float" in top of the wall/floor/ceiling textures (if you know what I mean).

Consider that maybe Jace/Devolver Digital/every other dev who wanted to do something with Blood and failed, failed because Atari didn't want to invest in an overly-ambitious project (like Jace's laughable "competitive Bloodbath esports scene", or 3DR's "AAA remake ala Doom 2016" that would obviously be a commercial failure), whereas Night Dive, for however much you may hate KEX, had a demonstrable way of porting games to modern hardware on the cheap, said ports being critical and financial successes for ND

It's no coincidence that the people who started the "illegal project" rumors are the people who failed the negotiations that Night Dive succeeded in

that is incorrect. atari are not the ones to talk to for a new Blood game, warner bros are.

>It's no coincidence that the people who started the "illegal project" rumors are the people who failed the negotiations that Night Dive succeeded in

also incorrect because, unlike the other projects, in the case of bloodex there was no negotations with WB, everything indicates atari is pulling this on their own.

what we have here is a publisher who's not even sure he has the rights to do what it's doing, hence the "we're changing the game but we're not changing the game" stance, and a crooked dev who's already announced games they don't have the rights to (powerslaveEX). it's like a meeting of the minds, except this time they may have bit more than they can chew.

>>5229307No, Atari owns the publication rights to Blood so they are *exactly* the people to talk to, the issue is that everyone else who opened negotiations bit off more than they could chew and wanted to do things that very clearly would require WB's consent, hence why they got nowhere; those people then incorrectly believed that Night Dive must be doing something shady, because their remaster that refactors the game's backend with a new engine succeeded, where "We make the Blood version of Doom 2016" failed

It's already been established that Atari has the rights to update the game, and I doubt that radically altering Blood's backend while the outward-facing end product remains near-indistinguishable from the original game by your average layperson counts as "new content"

>>5229332atari owns the publication rights to the original blood and that's it, so you wouldn't talk to them about making blood3 as long as blood3 doesn't include blood1.

> I doubt that radically altering Blood's backend while the outward-facing end product remains near-indistinguishable from the original game by your average layperson counts as "new content"

is that a rehearsal for your speech in court? hopefully for you they won't know enough to believe that porting a game is the same as releasing it, especially when the game is already released and for sale...

>>5229143That's another way of course. I prefer the option to choose. For me, billboards "stretching" unclipped into the map geo looks OK in crisp software mode, but goofy with filtered & antialiased graphics.

I had the idea to combine/blend soft particles with an individual grayscale/depth map for each singe frame, so while clipping the individual features of an explosion/blast/whatever would "wrap" correctly along the surface, giving it a pseudo 3D look.

The extra work of generating all needed maps is probably not worth the end result.